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Barotrauma Client
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Public Types | |
| enum | AccessLevel { Restricted , Limited , Allowed } |
| How much access other characters have to the inventory? Restricted = Only accessible when character is knocked down or handcuffed. Limited = Can also access inventories of bots on the same team and friendly pets. Allowed = Can also access other players in the same team (used for drag and drop give). More... | |
Public Member Functions | |
| CharacterInventory (ContentXElement element, Character character, bool spawnInitialItems) | |
| Item | FindEquippedItemByTag (Identifier tag) |
| int | FindLimbSlot (InvSlotType limbSlot) |
| Item | GetItemInLimbSlot (InvSlotType limbSlot) |
| bool | IsInLimbSlot (Item item, InvSlotType limbSlot) |
| override bool | CanBePutInSlot (Item item, int i, bool ignoreCondition=false) |
| Can the item be put in the specified slot. | |
| override bool | CanBePutInSlot (ItemPrefab itemPrefab, int i, float? condition, int? quality=null) |
| override void | RemoveItem (Item item) |
| void | RemoveItem (Item item, bool tryEquipFromSameStack) |
| bool | TryPutItemWithAutoEquipCheck (Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true) |
| If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot. | |
| override bool | TryPutItem (Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false) |
| If there is room, puts the item in the inventory and returns true, otherwise returns false. | |
| bool | IsAnySlotAvailable (Item item) |
| override bool | TryPutItem (Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false) |
Public Member Functions inherited from Barotrauma.Inventory | |
| Inventory (Entity owner, int capacity, int slotsPerRow=5) | |
| bool | Contains (Item item) |
| Is the item contained in this inventory. Does not recursively check items inside items. | |
| Item | FirstOrDefault () |
| Return the first item in the inventory, or null if the inventory is empty. | |
| Item | LastOrDefault () |
| Return the last item in the inventory, or null if the inventory is empty. | |
| Item | GetItemAt (int index) |
| Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack. | |
| IEnumerable< Item > | GetItemsAt (int index) |
| Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items. | |
| int | GetItemStackSlotIndex (Item item, int index) |
| int | FindIndex (Item item) |
| Find the index of the first slot the item is contained in. | |
| List< int > | FindIndices (Item item) |
| Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list. | |
| virtual bool | ItemOwnsSelf (Item item) |
| Returns true if the item owns any of the parent inventories. | |
| virtual int | FindAllowedSlot (Item item, bool ignoreCondition=false) |
| bool | CanBePut (Item item) |
| Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in). | |
| bool | CanBePut (ItemPrefab itemPrefab, float? condition=null, int? quality=null) |
| int | HowManyCanBePut (ItemPrefab itemPrefab, float? condition=null) |
| virtual int | HowManyCanBePut (ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot=false) |
| bool | IsEmpty () |
| virtual bool | IsFull (bool takeStacksIntoAccount=false) |
| Is there room to put more items in the inventory. Doesn't take stacking into account by default. | |
| void | CreateNetworkEvent () |
| Item | FindItem (Func< Item, bool > predicate, bool recursive) |
| List< Item > | FindAllItems (Func< Item, bool > predicate=null, bool recursive=false, List< Item > list=null) |
| Item | FindItemByTag (Identifier tag, bool recursive=false) |
| Item | FindItemByIdentifier (Identifier identifier, bool recursive=false) |
| void | ForceToSlot (Item item, int index) |
| Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution! | |
| void | ForceRemoveFromSlot (Item item, int index) |
| Removes an item from a specific slot. Doesn't do any sanity checks, use with caution! | |
| bool | IsInSlot (Item item, int index) |
| void | SharedRead (IReadMessage msg, List< ushort >[] receivedItemIds, out bool readyToApply) |
| void | SharedWrite (IWriteMessage msg, Range slotRange) |
| void | DeleteAllItems () |
| Deletes all items inside the inventory (and also recursively all items inside the items) | |
Static Public Member Functions | |
| static bool | IsHandSlotType (InvSlotType s) |
Static Public Attributes | |
| static readonly List< InvSlotType > | AnySlot = new List<InvSlotType>() { InvSlotType.Any } |
Static Public Attributes inherited from Barotrauma.Inventory | |
| const int | MaxPossibleStackSize = (1 << 6) - 1 |
| const int | MaxItemsPerNetworkEvent = 128 |
Protected Member Functions | |
| override void | PutItem (Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true) |
| override void | CreateNetworkEvent (Range slotRange) |
Protected Member Functions inherited from Barotrauma.Inventory | |
| IEnumerable< Item > | GetAllItems (bool checkForDuplicates) |
| bool | TrySwapping (int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack) |
Protected Attributes | |
| bool[] | IsEquipped |
Protected Attributes inherited from Barotrauma.Inventory | |
| readonly int | capacity |
| Capacity, or the number of slots in the inventory. | |
| readonly ItemSlot[] | slots |
| float | syncItemsDelay |
Properties | |
| InvSlotType[] | SlotTypes [get] |
| bool | AccessibleWhenAlive [get] |
| Can the inventory be accessed when the character is still alive. | |
| bool | AccessibleByOwner [get] |
| Can the inventory be accessed by the character itself when the character is still alive (only has an effect if AccessibleWhenAlive false) | |
Properties inherited from Barotrauma.Inventory | |
| int | ExtraStackSize [get, set] |
| virtual IEnumerable< Item > | AllItems [get] |
| All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list. | |
| IEnumerable< Item > | AllItemsMod [get] |
| All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated. | |
| int | Capacity [get] |
| static bool | IsDragAndDropGiveAllowed [get] |
| int | EmptySlotCount [get] |
Additional Inherited Members | |
Public Attributes inherited from Barotrauma.Inventory | |
| readonly Entity | Owner |
| bool | Locked |
| bool | AllowSwappingContainedItems = true |
How much access other characters have to the inventory? Restricted = Only accessible when character is knocked down or handcuffed. Limited = Can also access inventories of bots on the same team and friendly pets. Allowed = Can also access other players in the same team (used for drag and drop give).
| Enumerator | |
|---|---|
| Restricted | |
| Limited | |
| Allowed | |
| Barotrauma.CharacterInventory.CharacterInventory | ( | ContentXElement | element, |
| Character | character, | ||
| bool | spawnInitialItems ) |
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Can the item be put in the specified slot.
Reimplemented from Barotrauma.Inventory.
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Reimplemented from Barotrauma.Inventory.
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Reimplemented from Barotrauma.Inventory.
| Item Barotrauma.CharacterInventory.FindEquippedItemByTag | ( | Identifier | tag | ) |
| int Barotrauma.CharacterInventory.FindLimbSlot | ( | InvSlotType | limbSlot | ) |
| Item Barotrauma.CharacterInventory.GetItemInLimbSlot | ( | InvSlotType | limbSlot | ) |
| bool Barotrauma.CharacterInventory.IsAnySlotAvailable | ( | Item | item | ) |
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| bool Barotrauma.CharacterInventory.IsInLimbSlot | ( | Item | item, |
| InvSlotType | limbSlot ) |
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Reimplemented from Barotrauma.Inventory.
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Reimplemented from Barotrauma.Inventory.
| void Barotrauma.CharacterInventory.RemoveItem | ( | Item | item, |
| bool | tryEquipFromSameStack ) |
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If there is room, puts the item in the inventory and returns true, otherwise returns false.
Reimplemented from Barotrauma.Inventory.
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Reimplemented from Barotrauma.Inventory.
| bool Barotrauma.CharacterInventory.TryPutItemWithAutoEquipCheck | ( | Item | item, |
| Character | user, | ||
| IEnumerable< InvSlotType > | allowedSlots = null, | ||
| bool | createNetworkEvent = true ) |
If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot.
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Can the inventory be accessed by the character itself when the character is still alive (only has an effect if AccessibleWhenAlive false)
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Can the inventory be accessed when the character is still alive.
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